I had an idea for the trapped chest: create a trapped chest that will only set off a row of TNT after you've closed the lid. Like you've opened it, realized your mistake, and your options are to close it and detonate the TNT or to just wait and live. This is basically just a proof of concept. I don't know if this has been invented already, but here it is.
My biggest beef with the 'trapped' chest is that if it is really meant to be used for traps, why would they make redstone wire appear to connect to it? That becomes a really easy way to test if the chest is normal or not. Just lay a pieces of redstone dust by it and see if it connects. I don't agree with the visual texture change either, in fact I think it should use the same texture as a normal chest to keep people from altering their texture pack to make the trapped chest look very obvious.
Its been said else where that the trapped chest is pointless because a comparitor next to a regular chest detects if something is taken, the regulat chest does not have the tell tale different texture.
That the same update they added the trapped chest, it was made obsolete as a trap.
I like the concept. Don't see why people are angry about the trapped chests, though.
Remember, trapped chests don't connect to normal chests. What if this chest-bomb was in a room with normal large and trapped large chests alternating around the walls? This would be much less conspicuous. I could see a lot of rage from it
I like the concept. Don't see why people are angry about the trapped chests, though.
Remember, trapped chests don't connect to normal chests. What if this chest-bomb was in a room with normal large and trapped large chests alternating around the walls? This would be much less conspicuous. I could see a lot of rage from it
Plus you can now make really compact storage rooms with the trapped chests!
The same could be said for tripwires. And pressure plates are already conspicuous.
There are good reasons to disallow the construction of completely invisible traps. It's not really fair on the trapee to give them no chance whatsoever of detecting that there's a trap there.
Traps should be balanced, ie easily missed if you're in a rush and not being careful but detectable if you're cautious. If you disregard cheating by using texturepacks, putting down redstone to detect a trapped chest seems like a pretty good balance to me.
Regarding the ability to detect them. While I see your point, I couldn't disagree more. There are two main trap uses for these that I can see.
One is in survival multiplayer to attempt to trick and/or punish would be thieves. In this case usually they have time either because they have overpowered the homeowner or they have broken in while the homeowner is away. So time isn't a factor and many times they are grieving just as much as stealing.
The other is for adventure maps. In this case why create such obvious detection methods. Even if the chest is undetectable by texture or using redstone, as the map maker you can vary how the trap works. You can vary the damage from the trap being triggered. You can vary where the danger area is, for example perhaps they are safe if they remain by the chest, but if they run they take damage. Perhaps the trap isn't even immediate damage but an easier route being closed off or mobs being released. There are many ways to work with an nearly undetectable trap but much fewer for one that is fairly easily detected.
But my biggest beef is the different texture. That's the one that really bothers me because a modified texture pack could make trapped chests look bright pink or whatever you want which negates any potential effectiveness of the trapped chest in both situations.
Regarding the ability to detect them. While I see your point, I couldn't disagree more. There are two main trap uses for these that I can see.
One is in survival multiplayer to attempt to trick and/or punish would be thieves. In this case usually they have time either because they have overpowered the homeowner or they have broken in while the homeowner is away. So time isn't a factor and many times they are grieving just as much as stealing.
The other is for adventure maps. In this case why create such obvious detection methods. Even if the chest is undetectable by texture or using redstone, as the map maker you can vary how the trap works. You can vary the damage from the trap being triggered. You can vary where the danger area is, for example perhaps they are safe if they remain by the chest, but if they run they take damage. Perhaps the trap isn't even immediate damage but an easier route being closed off or mobs being released. There are many ways to work with an nearly undetectable trap but much fewer for one that is fairly easily detected.
But my biggest beef is the different texture. That's the one that really bothers me because a modified texture pack could make trapped chests look bright pink or whatever you want which negates any potential effectiveness of the trapped chest in both situations.
I very much agree. And the texture difference is way too obvious to begin with. such traps don't work if they aren't' hidden. It just makes you think "Oh, a trap".
Not very exciting. They should be identical visually, using the same textures.
http://imgur.com/a/E1N7d
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
That the same update they added the trapped chest, it was made obsolete as a trap.
Remember, trapped chests don't connect to normal chests. What if this chest-bomb was in a room with normal large and trapped large chests alternating around the walls? This would be much less conspicuous. I could see a lot of rage from it
Plus you can now make really compact storage rooms with the trapped chests!
A house made of chests, anyone?
Click the picture!
-Derek Shunia
Regarding the ability to detect them. While I see your point, I couldn't disagree more. There are two main trap uses for these that I can see.
One is in survival multiplayer to attempt to trick and/or punish would be thieves. In this case usually they have time either because they have overpowered the homeowner or they have broken in while the homeowner is away. So time isn't a factor and many times they are grieving just as much as stealing.
The other is for adventure maps. In this case why create such obvious detection methods. Even if the chest is undetectable by texture or using redstone, as the map maker you can vary how the trap works. You can vary the damage from the trap being triggered. You can vary where the danger area is, for example perhaps they are safe if they remain by the chest, but if they run they take damage. Perhaps the trap isn't even immediate damage but an easier route being closed off or mobs being released. There are many ways to work with an nearly undetectable trap but much fewer for one that is fairly easily detected.
But my biggest beef is the different texture. That's the one that really bothers me because a modified texture pack could make trapped chests look bright pink or whatever you want which negates any potential effectiveness of the trapped chest in both situations.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Not very exciting. They should be identical visually, using the same textures.